Bio-Chemical Control
Bio-chemical control [Major] by Iczer
'Feeling nervous..you should...I'm squeezing your adrenal gland!'
The character can alter and adjust a being's bio-chemistry. A target, who may be the character himself, within 60 feet is selected and the character expends 2 actions. The target must make a saving throw vs non lethal poison (16+) or suffer the selected effect.
1) Heightened, positive: The target gains an extra attack per melee, +25% to spd and +2 to initiative, Endorphin production deletes any lingering pain and fatigue and the target gains a +10% bonus to skills. The effect ends after 1d4+1 rounds, and the target cannot be affected again for 15 minutes.
2) Heightened, negative: Too much adrenaline is pumped into the body without other chemicals to regulate it. The target becomes irritable, and confused, enters fight or flight and becomes highly stressed. Gains +4 to initiative and loses -2 to parry, dodge and roll, but loses the capacity for good judgement, and becomes impulsive, and loses 20% to all skills. Lasts 2d4+2 rounds and the target cannot be affected for 15 minutes.
3) Lowered, positive: The target drops all stress and becomes calm in the face of fear. Becomes slightly sluggish (-2 to initiative) and finds it hard to stay or keep any emotional high. Target will find it easy to sleep and becomes highly resistant to boredom. Lasts for 1d4 hours, but the target can shorten this time to minutes if under real threatening stress.
4) Lowered, negative: Target becomes extremely sluggish as he stops pumping appropriate adrenaline and stops harvesting glucose in his body for energy. Loses an attack per melee and suffers a -4 to initiative as well as -2 to roll, and -10% to skill use. Lasts 1d4 melee rounds but target can be affected again and again.
5) Bio-chemical damage: Just by causing toxic biochemical reactions in a person, the target receives 4D6 damage and mild nausea. Alternatively, the character can trigger extreme nausea, lasting 1D4 minutes and inflicting -2 to all combat moves and -1 attack per round, but the target may choose to vomit (2 actions) to cancel the duration.
6) Trigger powers: The character can cause bio-chemical reactions in a target that triggers one of his powers. Any power can be triggered as long as the body can turn it on and off at will (Cannot turn healing factor off, but can trigger one of the daily force heals. Can trigger an EE expulsion power to go off wildly, and can turn off an APS power but cannot affect a target's extraordinary PS).
If a target has an adrenaline based power that is being affected, then he has -2 to save.
The character can control his own emotions perfectly, and is immune to fear.